Maintenance: Second pass: name remaining numeric switch case labels (identifier-only; no code change). ~3,500 more labels across 150

Batch #14936 by ragnarok-clanker: no function's compiled code changes; checked with 158 compiled unit(s), including every includer of Source/Client/Mode/GameModeEnums.h, Source/Client/Mode/ModeMessage.h, Source/Contents/Actors/ActorEnums.h, Source/Contents/Actors/PetEnums.h, Source/Contents/Combat/CombatTypes.h, Source/Contents/Configuration/ServiceEnums.h, Source/Contents/Effects/EffectPrimId.h, Source/Contents/Hotkeys/InterfaceHotkey.h, Source/Contents/Items/ItemId.h, Source/Contents/Items/ItemType.h, Source/Network/Packets/ModeResultEnums.h, Source/Network/Packets/NoticeEnums.h, Source/Network/Packets/PacketId.h, Source/UI/Window/UIEnums.h, Source/UI/Window/WindowId.h.
This commit is contained in:
ragnarok-clanker 2026-11-08 12:37:46 +00:00
commit 858265cc69
159 changed files with 5409 additions and 3560 deletions

View file

@ -1,4 +1,5 @@
#include "Contents/Effects/EffectPrimitiveMotion.h"
#include "Contents/Effects/EffectPrimId.h"
#include "Client/Application/ErrorDialog.h"
#include "Render/DeviceContext/DCSurface.h"
#include "Client/Mode/CGameMode.h"
@ -7988,12 +7989,12 @@ bool CEffectPrim::OnProcess() {
}
switch (this->state.count) {
case 0:
case PP_2DTEXTURE:
if (this->state.slots[0].life < 98 && g_updateTick == 0) {
return true;
}
break;
case 16:
case PP_3DCROSSTEXTURE:
if (this->state.slots[0].life != 99 && g_updateTick == 0) {
return true;
}
@ -8005,14 +8006,14 @@ bool CEffectPrim::OnProcess() {
case 32:
case 35:
case 60:
case 68:
case PP_ASURACASTING:
case 99:
case 104:
case 105:
case 106:
case 108:
case PP_FLOWERCAST:
case 109:
case 111:
case PP_SOULPARTICLE:
case 130:
case 131:
case 132:
@ -8038,17 +8039,17 @@ bool CEffectPrim::OnProcess() {
}
switch (this->state.count) {
case 0:
case 2:
case PP_2DTEXTURE:
case PP_2DQUAD:
if (!this->Move2DPrimitive()) {
return false;
}
break;
case 15:
case 16:
case PP_3DTEXTURE:
case PP_3DCROSSTEXTURE:
this->MoveEffectPrimitive();
break;
case 1: {
case PP_2DTEXTUREORBIT: {
this->state.orgPos.x = this->state.deltaPos2.x + this->state.master->state.tlvertX;
this->state.orgPos.y = this->state.deltaPos2.y + this->state.master->state.tlvertY;
this->state.radiusSpeed = this->state.radiusAccel + this->state.radiusSpeed;
@ -8076,7 +8077,7 @@ bool CEffectPrim::OnProcess() {
}
}
} break;
case 3: {
case PP_2DFLASH: {
this->render.position.x = this->state.deltaPos2.x + this->state.master->state.tlvertX;
this->render.position.y = this->state.deltaPos2.y + this->state.master->state.tlvertY;
@ -8103,7 +8104,7 @@ bool CEffectPrim::OnProcess() {
this->state.arcAngle = this->state.widthSpeed + this->state.arcAngle;
this->state.ProcessAlpha();
} break;
case 4: {
case PP_2DCIRCLE: {
this->render.position.x = this->state.deltaPos2.x + this->state.master->state.tlvertX;
this->render.position.y = this->state.deltaPos2.y + this->state.master->state.tlvertY;
this->state.radiusSpeed = this->state.radiusAccel + this->state.radiusSpeed;
@ -8117,7 +8118,7 @@ bool CEffectPrim::OnProcess() {
this->state.ProcessAlpha();
} break;
case 5:
case PP_3DPARTICLE:
if (!this->Prim3DParticle()) {
return false;
}
@ -8127,17 +8128,17 @@ bool CEffectPrim::OnProcess() {
return false;
}
break;
case 6:
case PP_3DPARTICLEGRAVITY:
if (!this->Prim3DParticleGravity()) {
return false;
}
break;
case 7:
case PP_3DPARTICLEORBIT:
if (!this->Prim3DParticleOrbit()) {
return false;
}
break;
case 8:
case PP_3DPARTICLESPLINE:
this->Prim3DParticleSpline();
break;
case 9:
@ -8173,13 +8174,13 @@ bool CEffectPrim::OnProcess() {
this->render.position.z = this->state.deltaPos.z + this->state.orgPos.z;
this->state.ProcessAlpha();
} break;
case 12:
case PP_3DCIRCLE:
this->Prim3DCircle();
break;
case 13:
case PP_3DCYLINDER:
this->Prim3DCylinder();
break;
case 14: {
case PP_3DSPHERE: {
this->state.orgPos.x = this->state.master->render.position.x + this->state.deltaPos2.x;
this->state.orgPos.y = this->state.master->render.position.y + this->state.deltaPos2.y;
this->state.orgPos.z = this->state.master->render.position.z + this->state.deltaPos2.z;
@ -8191,10 +8192,10 @@ bool CEffectPrim::OnProcess() {
this->state.longitude = this->state.longSpeed + this->state.longitude;
this->state.ProcessAlpha();
} break;
case 18:
case PP_3DCYLINDERHALF:
this->Prim3DCylinderHalf();
break;
case 19: {
case PP_3DFLASH: {
this->render.position.y = this->state.deltaPos2.y + this->state.master->state.tlvertY;
this->render.position.x = this->state.deltaPos2.x + this->state.master->state.tlvertX;
@ -8221,8 +8222,8 @@ bool CEffectPrim::OnProcess() {
this->state.heightSize = this->state.heightSpeed + this->state.heightSize;
this->state.ProcessAlpha();
} break;
case 10:
case 11: {
case PP_3DSPLINE:
case PP_3DSPIRAL: {
this->state.orgPos.x = this->state.master->render.position.x + this->state.deltaPos2.x;
this->state.orgPos.y = this->state.master->render.position.y + this->state.deltaPos2.y;
this->state.orgPos.z = this->state.master->render.position.z + this->state.deltaPos2.z;
@ -8248,12 +8249,12 @@ bool CEffectPrim::OnProcess() {
case 20:
this->render.position.y = this->render.position.y + 5.0f;
break;
case 21:
case PP_3DPARTICLE_NOMASTER:
if (!this->Prim3DParticleNoMaster()) {
return false;
}
break;
case 22:
case PP_3DTEXTURE_NOMASTER:
if (!this->Prim3DTextureNoMaster()) {
return false;
}
@ -8323,16 +8324,16 @@ bool CEffectPrim::OnProcess() {
case 25:
this->UpdateFireWall();
break;
case 65:
case PP_3DCASTING_4:
this->Prim3DCasting4();
break;
case 107:
case PP_3DCASTING_5:
this->Prim3DCasting5();
break;
case 108:
case PP_FLOWERCAST:
this->PrimFlowerCast();
break;
case 118:
case PP_ACIDDEMON:
this->PrimAcidDemon();
break;
case 73: {
@ -8382,7 +8383,7 @@ bool CEffectPrim::OnProcess() {
}
}
} break;
case 68:
case PP_ASURACASTING:
this->PrimAsuraCasting();
break;
case 147:
@ -8515,7 +8516,7 @@ bool CEffectPrim::OnProcess() {
case 135:
this->PrimTrailShift();
break;
case 102:
case PP_ELECTRIC2:
this->PrimElectric2();
break;
case 146:
@ -8525,7 +8526,7 @@ bool CEffectPrim::OnProcess() {
case 110:
this->PrimPulsingColumns();
break;
case 61:
case PP_GUARD:
this->PrimGuard();
break;
case 104: {
@ -8632,7 +8633,7 @@ bool CEffectPrim::OnProcess() {
slot.vecTNow.z = g_sinTable[angle];
}
} break;
case 76:
case PP_SAINTWING:
this->PrimSaintWing();
break;
case 77: {
@ -8656,7 +8657,7 @@ bool CEffectPrim::OnProcess() {
}
}
} break;
case 91:
case PP_SPHEREWIND2:
this->PrimSphereWind2();
break;
case 78: {
@ -8703,7 +8704,7 @@ bool CEffectPrim::OnProcess() {
}
}
} break;
case 62:
case PP_WIND:
this->PrimWind();
break;
case 63:
@ -8774,13 +8775,13 @@ bool CEffectPrim::OnProcess() {
case 130:
this->PrimDriftingSquares();
break;
case 27:
case PP_MAPPARTICLE:
this->PrimMapParticle();
break;
case 115:
this->PrimParticleSpread();
break;
case 111:
case PP_SOULPARTICLE:
this->PrimSoulParticle();
break;
case 155:
@ -8835,10 +8836,10 @@ bool CEffectPrim::OnProcess() {
case 151:
this->PrimSpiralFade();
break;
case 96:
case PP_PEONGUP:
this->PrimPeongUp();
break;
case 94:
case PP_PEONG:
this->PrimPeong();
break;
case 80:
@ -8907,7 +8908,7 @@ bool CEffectPrim::OnProcess() {
case 31:
this->PrimWaveSpin();
break;
case 34:
case PP_GI_3:
this->PrimGI3();
break;
case 36: {
@ -9080,7 +9081,7 @@ bool CEffectPrim::OnProcess() {
case 137:
this->PrimHeightRamp();
break;
case 66:
case PP_FOREST:
this->PrimForest();
break;
case 129:
@ -9303,7 +9304,7 @@ bool CEffectPrim::OnProcess() {
case 90:
this->PrimFadingColumns();
break;
case 43:
case PP_INTIMIDATE:
this->PrimIntimidate();
break;
case 44:
@ -9448,7 +9449,7 @@ bool CEffectPrim::OnProcess() {
case 122:
this->PrimSTIN3();
break;
case 125:
case PP_STIN4:
this->PrimSTIN4();
break;
case 126: {
@ -9502,7 +9503,7 @@ bool CEffectPrim::OnProcess() {
}
}
} break;
case 120:
case PP_SMA:
this->PrimSMA();
break;
case 121:
@ -9583,7 +9584,7 @@ bool CEffectPrim::OnProcess() {
return false;
}
break;
case 38:
case PP_LINELINK:
this->PrimLineLink();
break;
case 69: {
@ -9635,10 +9636,10 @@ bool CEffectPrim::OnProcess() {
case 33:
this->PrimFieldFireflies();
break;
case 123:
case PP_TWILIGHT:
this->PrimTwilight();
break;
case 52:
case PP_POKJUK:
this->PrimPokJuk();
break;
case 35:
@ -9733,10 +9734,10 @@ bool CEffectPrim::OnProcess() {
}
}
} break;
case 40:
case PP_SAKURA:
this->PrimSakura();
break;
case 124:
case PP_KOUENKA:
this->PrimKouenka();
break;
case 46: {
@ -9759,7 +9760,7 @@ bool CEffectPrim::OnProcess() {
this->ShiftSegment();
this->AnimMotion();
} break;
case 84:
case PP_GHOST:
this->PrimGhost();
break;
case 152:
@ -9771,7 +9772,7 @@ bool CEffectPrim::OnProcess() {
case 168:
this->FollowMasterAndAdvance();
break;
case 85:
case PP_SUPERANGEL:
this->PrimSuperAngel();
break;
case 81: {
@ -9801,19 +9802,19 @@ bool CEffectPrim::OnProcess() {
}
}
} break;
case 42:
case PP_SHIELDBOOMERANG:
this->PrimShieldBoomerang();
break;
case 116:
case PP_SHIELDBOOMERANG3:
this->PrimShieldBoomerang3();
break;
case 97:
case PP_TANJI2:
this->PrimTanji2();
break;
case 87:
this->PrimBubbleSwirl();
break;
case 127:
case PP_BUBBLE_DROP:
this->PrimBubbleDrop();
break;
case 89: {
@ -9891,7 +9892,7 @@ bool CEffectPrim::OnProcess() {
case 166:
this->PrimFramePhase();
break;
case 58:
case PP_FIRSTAID:
this->PrimFirstAid();
break;
case 98: {
@ -9915,16 +9916,16 @@ bool CEffectPrim::OnProcess() {
}
}
} break;
case 53:
case PP_THROWITEM:
this->PrimThrowItem();
break;
case 54:
case PP_CHEMICALPROTECTION:
this->PrimChemical();
break;
case 55:
case PP_CHEMICAL2:
this->PrimChemical2();
break;
case 56:
case PP_CHEMICAL3:
this->PrimChemical3();
break;
case 154:
@ -10019,16 +10020,16 @@ bool CEffectPrim::OnProcess() {
case 172:
this->PrimPoison();
break;
case 45:
case PP_TEIHIT2:
this->PrimTeiHit2();
break;
case 59:
case PP_PARTICLE_UP:
this->PrimParticleUp();
break;
case 136:
this->PrimRandomSpin();
break;
case 47:
case PP_BOTTOM:
this->PrimBottom();
break;
case 156:
@ -10040,13 +10041,13 @@ bool CEffectPrim::OnProcess() {
case 160:
this->PrimGlowFollow();
break;
case 95:
case PP_EFFECTTEXTURE2:
this->PrimEffectTexture2();
break;
case 141:
this->PrimRiseFollow();
break;
case 128:
case PP_EFFECTTEXTURE_ANI:
this->PrimEffectTexture_Ani();
break;
case 140:
@ -10085,10 +10086,10 @@ bool CEffectPrim::OnProcess() {
}
}
break;
case 48:
case PP_BOTTOM2:
this->PrimBottom2();
break;
case 49:
case PP_BOTTOMOUT:
this->PrimBottomOut();
break;
case 51: {